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				https://github.com/luanti-org/luanti.git
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	Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
This commit is contained in:
		@@ -40,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// The time after which the collision occurs is stored in dtime.
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int axisAlignedCollision(
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		const aabb3f &staticbox, const aabb3f &movingbox,
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		const v3f &speed, f32 d, f32 &dtime)
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		const v3f &speed, f32 d, f32 *dtime)
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{
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	//TimeTaker tt("axisAlignedCollision");
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@@ -59,13 +59,12 @@ int axisAlignedCollision(
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	if(speed.X > 0) // Check for collision with X- plane
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	{
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		if(relbox.MaxEdge.X <= d)
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		{
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			dtime = - relbox.MaxEdge.X / speed.X;
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			if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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		if (relbox.MaxEdge.X <= d) {
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			*dtime = -relbox.MaxEdge.X / speed.X;
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			if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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				return 0;
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		}
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		else if(relbox.MinEdge.X > xsize)
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@@ -75,13 +74,12 @@ int axisAlignedCollision(
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	}
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	else if(speed.X < 0) // Check for collision with X+ plane
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	{
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		if(relbox.MinEdge.X >= xsize - d)
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		{
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			dtime = (xsize - relbox.MinEdge.X) / speed.X;
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			if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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		if (relbox.MinEdge.X >= xsize - d) {
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			*dtime = (xsize - relbox.MinEdge.X) / speed.X;
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			if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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				return 0;
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		}
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		else if(relbox.MaxEdge.X < 0)
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@@ -94,13 +92,12 @@ int axisAlignedCollision(
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	if(speed.Y > 0) // Check for collision with Y- plane
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	{
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		if(relbox.MaxEdge.Y <= d)
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		{
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			dtime = - relbox.MaxEdge.Y / speed.Y;
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			if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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					(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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		if (relbox.MaxEdge.Y <= d) {
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			*dtime = -relbox.MaxEdge.Y / speed.Y;
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			if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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					(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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				return 1;
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		}
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		else if(relbox.MinEdge.Y > ysize)
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@@ -110,13 +107,12 @@ int axisAlignedCollision(
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	}
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	else if(speed.Y < 0) // Check for collision with Y+ plane
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	{
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		if(relbox.MinEdge.Y >= ysize - d)
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		{
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			dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
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			if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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					(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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		if (relbox.MinEdge.Y >= ysize - d) {
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			*dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
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			if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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					(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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					(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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					(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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				return 1;
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		}
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		else if(relbox.MaxEdge.Y < 0)
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@@ -129,13 +125,12 @@ int axisAlignedCollision(
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	if(speed.Z > 0) // Check for collision with Z- plane
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	{
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		if(relbox.MaxEdge.Z <= d)
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		{
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			dtime = - relbox.MaxEdge.Z / speed.Z;
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			if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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					(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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					(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
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		if (relbox.MaxEdge.Z <= d) {
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			*dtime = -relbox.MaxEdge.Z / speed.Z;
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			if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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					(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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					(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
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				return 2;
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		}
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		//else if(relbox.MinEdge.Z > zsize)
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@@ -145,13 +140,12 @@ int axisAlignedCollision(
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	}
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	else if(speed.Z < 0) // Check for collision with Z+ plane
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	{
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		if(relbox.MinEdge.Z >= zsize - d)
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		{
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			dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
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			if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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					(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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					(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
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		if (relbox.MinEdge.Z >= zsize - d) {
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			*dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
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			if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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					(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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					(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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					(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
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				return 2;
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		}
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		//else if(relbox.MaxEdge.Z < 0)
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@@ -195,8 +189,8 @@ bool wouldCollideWithCeiling(
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collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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		f32 pos_max_d, const aabb3f &box_0,
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		f32 stepheight, f32 dtime,
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		v3f &pos_f, v3f &speed_f,
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		v3f &accel_f,ActiveObject* self,
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		v3f *pos_f, v3f *speed_f,
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		v3f accel_f, ActiveObject *self,
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		bool collideWithObjects)
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{
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	static bool time_notification_done = false;
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@@ -219,16 +213,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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	} else {
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		time_notification_done = false;
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	}
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	speed_f += accel_f * dtime;
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	*speed_f += accel_f * dtime;
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	// If there is no speed, there are no collisions
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	if(speed_f.getLength() == 0)
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	if (speed_f->getLength() == 0)
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		return result;
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	// Limit speed for avoiding hangs
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	speed_f.Y=rangelim(speed_f.Y,-5000,5000);
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	speed_f.X=rangelim(speed_f.X,-5000,5000);
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	speed_f.Z=rangelim(speed_f.Z,-5000,5000);
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	speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
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	speed_f->X = rangelim(speed_f->X, -5000, 5000);
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	speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
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	/*
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		Collect node boxes in movement range
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@@ -243,8 +237,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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	//TimeTaker tt2("collisionMoveSimple collect boxes");
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    ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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	v3s16 oldpos_i = floatToInt(pos_f, BS);
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	v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
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	v3s16 oldpos_i = floatToInt(*pos_f, BS);
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	v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
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	s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
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	s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
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	s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
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@@ -318,9 +312,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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#ifndef SERVER
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		ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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		if (c_env != 0) {
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			f32 distance = speed_f.getLength();
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			f32 distance = speed_f->getLength();
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			std::vector<DistanceSortedActiveObject> clientobjects;
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			c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
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			c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
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			for (size_t i=0; i < clientobjects.size(); i++) {
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				if ((self == 0) || (self != clientobjects[i].obj)) {
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					objects.push_back((ActiveObject*)clientobjects[i].obj);
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@@ -332,9 +326,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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		{
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			ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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			if (s_env != 0) {
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				f32 distance = speed_f.getLength();
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				f32 distance = speed_f->getLength();
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				std::vector<u16> s_objects;
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				s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
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				s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
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				for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
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					ServerActiveObject *current = s_env->getActiveObject(*iter);
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					if ((self == 0) || (self != current)) {
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@@ -399,8 +393,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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		}
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		aabb3f movingbox = box_0;
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		movingbox.MinEdge += pos_f;
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		movingbox.MaxEdge += pos_f;
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		movingbox.MinEdge += *pos_f;
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		movingbox.MaxEdge += *pos_f;
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		int nearest_collided = -1;
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		f32 nearest_dtime = dtime;
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@@ -417,7 +411,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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			// Find nearest collision of the two boxes (raytracing-like)
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			f32 dtime_tmp;
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			int collided = axisAlignedCollision(
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					cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
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					cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
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			if (collided == -1 || dtime_tmp >= nearest_dtime)
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				continue;
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@@ -429,7 +423,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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		if (nearest_collided == -1) {
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			// No collision with any collision box.
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			pos_f += speed_f * dtime;
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			*pos_f += *speed_f * dtime;
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			dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
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		} else {
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			// Otherwise, a collision occurred.
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@@ -452,14 +446,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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				// Handle negative nearest_dtime (can be caused by the d allowance)
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				if (!step_up) {
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					if (nearest_collided == 0)
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						pos_f.X += speed_f.X * nearest_dtime;
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						pos_f->X += speed_f->X * nearest_dtime;
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					if (nearest_collided == 1)
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						pos_f.Y += speed_f.Y * nearest_dtime;
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						pos_f->Y += speed_f->Y * nearest_dtime;
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					if (nearest_collided == 2)
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						pos_f.Z += speed_f.Z * nearest_dtime;
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						pos_f->Z += speed_f->Z * nearest_dtime;
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				}
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			} else {
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				pos_f += speed_f * nearest_dtime;
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				*pos_f += *speed_f * nearest_dtime;
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				dtime -= nearest_dtime;
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			}
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@@ -475,7 +469,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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			info.node_p = node_positions[nearest_boxindex];
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			info.bouncy = bouncy;
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			info.old_speed = speed_f;
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			info.old_speed = *speed_f;
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			// Set the speed component that caused the collision to zero
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			if (step_up) {
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@@ -483,29 +477,29 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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				is_step_up[nearest_boxindex] = true;
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				is_collision = false;
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			} else if(nearest_collided == 0) { // X
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				if (fabs(speed_f.X) > BS * 3)
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					speed_f.X *= bounce;
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				if (fabs(speed_f->X) > BS * 3)
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					speed_f->X *= bounce;
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				else
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					speed_f.X = 0;
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					speed_f->X = 0;
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				result.collides = true;
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				result.collides_xz = true;
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			}
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			else if(nearest_collided == 1) { // Y
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				if(fabs(speed_f.Y) > BS * 3)
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					speed_f.Y *= bounce;
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				if (fabs(speed_f->Y) > BS * 3)
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					speed_f->Y *= bounce;
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				else
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					speed_f.Y = 0;
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					speed_f->Y = 0;
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				result.collides = true;
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			} else if(nearest_collided == 2) { // Z
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				if (fabs(speed_f.Z) > BS * 3)
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					speed_f.Z *= bounce;
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				if (fabs(speed_f->Z) > BS * 3)
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		||||
					speed_f->Z *= bounce;
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		||||
				else
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		||||
					speed_f.Z = 0;
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					speed_f->Z = 0;
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		||||
				result.collides = true;
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				result.collides_xz = true;
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			}
 | 
			
		||||
 | 
			
		||||
			info.new_speed = speed_f;
 | 
			
		||||
			info.new_speed = *speed_f;
 | 
			
		||||
			if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
 | 
			
		||||
				is_collision = false;
 | 
			
		||||
 | 
			
		||||
@@ -519,8 +513,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 | 
			
		||||
		Final touches: Check if standing on ground, step up stairs.
 | 
			
		||||
	*/
 | 
			
		||||
	aabb3f box = box_0;
 | 
			
		||||
	box.MinEdge += pos_f;
 | 
			
		||||
	box.MaxEdge += pos_f;
 | 
			
		||||
	box.MinEdge += *pos_f;
 | 
			
		||||
	box.MaxEdge += *pos_f;
 | 
			
		||||
	for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
 | 
			
		||||
		const aabb3f& cbox = cboxes[boxindex];
 | 
			
		||||
 | 
			
		||||
@@ -537,10 +531,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 | 
			
		||||
				cbox.MaxEdge.Z - d > box.MinEdge.Z &&
 | 
			
		||||
				cbox.MinEdge.Z + d < box.MaxEdge.Z) {
 | 
			
		||||
			if (is_step_up[boxindex]) {
 | 
			
		||||
				pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
 | 
			
		||||
				pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
 | 
			
		||||
				box = box_0;
 | 
			
		||||
				box.MinEdge += pos_f;
 | 
			
		||||
				box.MaxEdge += pos_f;
 | 
			
		||||
				box.MinEdge += *pos_f;
 | 
			
		||||
				box.MaxEdge += *pos_f;
 | 
			
		||||
			}
 | 
			
		||||
			if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
 | 
			
		||||
				result.touching_ground = true;
 | 
			
		||||
 
 | 
			
		||||
@@ -73,8 +73,8 @@ struct collisionMoveResult
 | 
			
		||||
collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
 | 
			
		||||
		f32 pos_max_d, const aabb3f &box_0,
 | 
			
		||||
		f32 stepheight, f32 dtime,
 | 
			
		||||
		v3f &pos_f, v3f &speed_f,
 | 
			
		||||
		v3f &accel_f,ActiveObject* self=0,
 | 
			
		||||
		v3f *pos_f, v3f *speed_f,
 | 
			
		||||
		v3f accel_f, ActiveObject *self=NULL,
 | 
			
		||||
		bool collideWithObjects=true);
 | 
			
		||||
 | 
			
		||||
// Helper function:
 | 
			
		||||
@@ -83,7 +83,7 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
 | 
			
		||||
// dtime receives time until first collision, invalid if -1 is returned
 | 
			
		||||
int axisAlignedCollision(
 | 
			
		||||
		const aabb3f &staticbox, const aabb3f &movingbox,
 | 
			
		||||
		const v3f &speed, f32 d, f32 &dtime);
 | 
			
		||||
		const v3f &speed, f32 d, f32 *dtime);
 | 
			
		||||
 | 
			
		||||
// Helper function:
 | 
			
		||||
// Checks if moving the movingbox up by the given distance would hit a ceiling.
 | 
			
		||||
 
 | 
			
		||||
@@ -1192,15 +1192,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 | 
			
		||||
			f32 pos_max_d = BS*0.125; // Distance per iteration
 | 
			
		||||
			v3f p_pos = m_position;
 | 
			
		||||
			v3f p_velocity = m_velocity;
 | 
			
		||||
			v3f p_acceleration = m_acceleration;
 | 
			
		||||
			moveresult = collisionMoveSimple(env,env->getGameDef(),
 | 
			
		||||
					pos_max_d, box, m_prop.stepheight, dtime,
 | 
			
		||||
					p_pos, p_velocity, p_acceleration,
 | 
			
		||||
					&p_pos, &p_velocity, m_acceleration,
 | 
			
		||||
					this, m_prop.collideWithObjects);
 | 
			
		||||
			// Apply results
 | 
			
		||||
			m_position = p_pos;
 | 
			
		||||
			m_velocity = p_velocity;
 | 
			
		||||
			m_acceleration = p_acceleration;
 | 
			
		||||
 | 
			
		||||
			bool is_end_position = moveresult.collides;
 | 
			
		||||
			pos_translator.update(m_position, is_end_position, dtime);
 | 
			
		||||
 
 | 
			
		||||
@@ -269,7 +269,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
 | 
			
		||||
			v3f p_acceleration = m_acceleration;
 | 
			
		||||
			moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
 | 
			
		||||
					pos_max_d, box, m_prop.stepheight, dtime,
 | 
			
		||||
					p_pos, p_velocity, p_acceleration,
 | 
			
		||||
					&p_pos, &p_velocity, p_acceleration,
 | 
			
		||||
					this, m_prop.collideWithObjects);
 | 
			
		||||
 | 
			
		||||
			// Apply results
 | 
			
		||||
 
 | 
			
		||||
@@ -214,8 +214,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
 | 
			
		||||
	v3f accel_f = v3f(0,0,0);
 | 
			
		||||
 | 
			
		||||
	collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
 | 
			
		||||
			pos_max_d, m_collisionbox, player_stepheight, dtime,
 | 
			
		||||
			position, m_speed, accel_f);
 | 
			
		||||
		pos_max_d, m_collisionbox, player_stepheight, dtime,
 | 
			
		||||
		&position, &m_speed, accel_f);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		If the player's feet touch the topside of any node, this is
 | 
			
		||||
 
 | 
			
		||||
@@ -131,14 +131,12 @@ void Particle::step(float dtime)
 | 
			
		||||
		core::aabbox3d<f32> box = m_collisionbox;
 | 
			
		||||
		v3f p_pos = m_pos*BS;
 | 
			
		||||
		v3f p_velocity = m_velocity*BS;
 | 
			
		||||
		v3f p_acceleration = m_acceleration*BS;
 | 
			
		||||
		collisionMoveSimple(m_env, m_gamedef,
 | 
			
		||||
			BS*0.5, box,
 | 
			
		||||
			0, dtime,
 | 
			
		||||
			p_pos, p_velocity, p_acceleration);
 | 
			
		||||
			&p_pos, &p_velocity, m_acceleration * BS);
 | 
			
		||||
		m_pos = p_pos/BS;
 | 
			
		||||
		m_velocity = p_velocity/BS;
 | 
			
		||||
		m_acceleration = p_acceleration/BS;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
 
 | 
			
		||||
@@ -51,7 +51,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
 | 
			
		||||
			v3f v(1, 0, 0);
 | 
			
		||||
			f32 dtime = 0;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 1.000) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -59,21 +59,21 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
 | 
			
		||||
			v3f v(-1, 0, 0);
 | 
			
		||||
			f32 dtime = 0;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
 | 
			
		||||
			aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
 | 
			
		||||
			v3f v(1, 0, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
 | 
			
		||||
			aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
 | 
			
		||||
			v3f v(0.5, 0.1, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 3.000) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -81,7 +81,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
 | 
			
		||||
			v3f v(0.5, 0.1, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 3.000) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
@@ -91,7 +91,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
 | 
			
		||||
			v3f v(-1, 0, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 1.000) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -99,21 +99,21 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
 | 
			
		||||
			v3f v(1, 0, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
 | 
			
		||||
			aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
 | 
			
		||||
			v3f v(-1, 0, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
 | 
			
		||||
			aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
 | 
			
		||||
			v3f v(-0.5, 0.2, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 1);  // Y, not X!
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);  // Y, not X!
 | 
			
		||||
			UASSERT(fabs(dtime - 2.500) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -121,7 +121,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
 | 
			
		||||
			v3f v(-0.5, 0.3, 0);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 2.000) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
@@ -133,7 +133,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
 | 
			
		||||
			v3f v(-1./3, -1./3, -1./3);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 0.9) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -141,7 +141,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
 | 
			
		||||
			v3f v(-1./3, -1./3, -1./3);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 1);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);
 | 
			
		||||
			UASSERT(fabs(dtime - 0.9) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -149,7 +149,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
 | 
			
		||||
			v3f v(-1./3, -1./3, -1./3);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 2);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 2);
 | 
			
		||||
			UASSERT(fabs(dtime - 0.9) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -157,7 +157,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
 | 
			
		||||
			v3f v(1./7, 1./7, 1./7);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
 | 
			
		||||
			UASSERT(fabs(dtime - 16.1) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -165,7 +165,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
 | 
			
		||||
			v3f v(1./7, 1./7, 1./7);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 1);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);
 | 
			
		||||
			UASSERT(fabs(dtime - 16.1) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
		{
 | 
			
		||||
@@ -173,7 +173,7 @@ void TestCollision::testAxisAlignedCollision()
 | 
			
		||||
			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
 | 
			
		||||
			v3f v(1./7, 1./7, 1./7);
 | 
			
		||||
			f32 dtime;
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 2);
 | 
			
		||||
			UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 2);
 | 
			
		||||
			UASSERT(fabs(dtime - 16.1) < 0.001);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user